renderer_viewport.cpp 59 KB

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  1. /**************************************************************************/
  2. /* renderer_viewport.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/transform_interpolator.h"
  33. #include "core/object/worker_thread_pool.h"
  34. #include "renderer_canvas_cull.h"
  35. #include "renderer_scene_cull.h"
  36. #include "rendering_server_globals.h"
  37. #include "storage/texture_storage.h"
  38. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  39. Transform2D xf = p_viewport->global_transform;
  40. float scale = 1.0;
  41. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  42. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  43. xf = xf * c_xform;
  44. scale = p_canvas->parent_scale;
  45. }
  46. Transform2D c_xform = p_canvas_data->transform;
  47. xf = xf * c_xform;
  48. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  49. Vector2 pivot = p_vp_size * 0.5;
  50. Transform2D xfpivot;
  51. xfpivot.set_origin(pivot);
  52. Transform2D xfscale;
  53. xfscale.scale(Vector2(scale, scale));
  54. xf = xfpivot.affine_inverse() * xf;
  55. xf = xfscale * xf;
  56. xf = xfpivot * xf;
  57. }
  58. return xf;
  59. }
  60. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  61. // We need to sort the viewports in a "topological order", children first and
  62. // parents last. We also need to keep sibling viewports in the original order
  63. // from top to bottom.
  64. Vector<Viewport *> result;
  65. List<Viewport *> nodes;
  66. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  67. Viewport *viewport = active_viewports[i];
  68. if (viewport->parent.is_valid()) {
  69. continue;
  70. }
  71. nodes.push_back(viewport);
  72. result.insert(0, viewport);
  73. }
  74. while (!nodes.is_empty()) {
  75. const Viewport *node = nodes.front()->get();
  76. nodes.pop_front();
  77. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  78. Viewport *child = active_viewports[i];
  79. if (child->parent != node->self) {
  80. continue;
  81. }
  82. if (!nodes.find(child)) {
  83. nodes.push_back(child);
  84. result.insert(0, child);
  85. }
  86. }
  87. }
  88. return result;
  89. }
  90. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  91. if (p_viewport->render_buffers.is_valid()) {
  92. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  93. p_viewport->render_buffers.unref();
  94. } else {
  95. const float EPSILON = 0.0001;
  96. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  97. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  98. bool upscaler_available = p_viewport->fsr_enabled;
  99. if ((!upscaler_available || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_BILINEAR || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  100. // No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead.
  101. // - Mobile can't perform optimal path
  102. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  103. // Scaling = 1.0 on FSR2 has benefits
  104. scaling_3d_scale = 1.0;
  105. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  106. }
  107. bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
  108. bool use_taa = p_viewport->use_taa;
  109. if (scaling_3d_is_fsr && (scaling_3d_scale >= (1.0 + EPSILON))) {
  110. // FSR is not designed for downsampling.
  111. // Fall back to bilinear scaling.
  112. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  113. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  114. }
  115. if (scaling_3d_is_fsr && !upscaler_available) {
  116. // FSR is not actually available.
  117. // Fall back to bilinear scaling.
  118. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  119. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  120. }
  121. if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  122. // FSR2 can't be used with TAA.
  123. // Turn it off and prefer using FSR2.
  124. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
  125. use_taa = false;
  126. }
  127. int target_width;
  128. int target_height;
  129. int render_width;
  130. int render_height;
  131. switch (scaling_3d_mode) {
  132. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  133. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  134. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  135. target_width = p_viewport->size.width;
  136. target_height = p_viewport->size.height;
  137. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  138. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  139. break;
  140. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  141. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  142. target_width = p_viewport->size.width;
  143. target_height = p_viewport->size.height;
  144. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  145. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  146. break;
  147. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  148. target_width = p_viewport->size.width;
  149. target_height = p_viewport->size.height;
  150. render_width = target_width;
  151. render_height = target_height;
  152. break;
  153. default:
  154. // This is an unknown mode.
  155. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  156. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  157. scaling_3d_scale = 1.0;
  158. target_width = p_viewport->size.width;
  159. target_height = p_viewport->size.height;
  160. render_width = target_width;
  161. render_height = target_height;
  162. break;
  163. }
  164. uint32_t jitter_phase_count = 0;
  165. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  166. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  167. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
  168. } else if (use_taa) {
  169. // Default jitter count for TAA.
  170. jitter_phase_count = 16;
  171. }
  172. p_viewport->internal_size = Size2(render_width, render_height);
  173. p_viewport->jitter_phase_count = jitter_phase_count;
  174. // At resolution scales lower than 1.0, use negative texture mipmap bias
  175. // to compensate for the loss of sharpness.
  176. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  177. RenderSceneBuffersConfiguration rb_config;
  178. rb_config.set_render_target(p_viewport->render_target);
  179. rb_config.set_internal_size(Size2i(render_width, render_height));
  180. rb_config.set_target_size(Size2(target_width, target_height));
  181. rb_config.set_view_count(p_viewport->view_count);
  182. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  183. rb_config.set_msaa_3d(p_viewport->msaa_3d);
  184. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  185. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  186. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  187. rb_config.set_use_taa(use_taa);
  188. rb_config.set_use_debanding(p_viewport->use_debanding);
  189. p_viewport->render_buffers->configure(&rb_config);
  190. }
  191. }
  192. }
  193. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  194. #ifndef _3D_DISABLED
  195. RENDER_TIMESTAMP("> Render 3D Scene");
  196. Ref<XRInterface> xr_interface;
  197. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  198. xr_interface = XRServer::get_singleton()->get_primary_interface();
  199. }
  200. if (p_viewport->use_occlusion_culling) {
  201. if (p_viewport->occlusion_buffer_dirty) {
  202. float aspect = p_viewport->size.aspect();
  203. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  204. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  205. max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
  206. float height = Math::sqrt(max_size / aspect);
  207. Size2i new_size = Size2i(height * aspect, height);
  208. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  209. p_viewport->occlusion_buffer_dirty = false;
  210. }
  211. }
  212. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  213. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  214. RENDER_TIMESTAMP("< Render 3D Scene");
  215. #endif // _3D_DISABLED
  216. }
  217. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  218. if (p_viewport->measure_render_time) {
  219. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  220. RSG::utilities->capture_timestamp(rt_id);
  221. timestamp_vp_map[rt_id] = p_viewport->self;
  222. }
  223. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  224. // This is currently needed for GLES to keep the current window being rendered to up to date
  225. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  226. }
  227. /* Camera should always be BEFORE any other 3D */
  228. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  229. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  230. int scenario_canvas_max_layer = 0;
  231. bool force_clear_render_target = false;
  232. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  233. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  234. p_viewport->render_info.info[i][j] = 0;
  235. }
  236. }
  237. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  238. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  239. if (RSG::scene->is_environment(environment)) {
  240. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  241. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  242. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  243. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  244. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  245. force_clear_render_target = true;
  246. }
  247. }
  248. }
  249. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  250. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  251. //wants to draw 3D but there is no render buffer, create
  252. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  253. _configure_3d_render_buffers(p_viewport);
  254. }
  255. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  256. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  257. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  258. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  259. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  260. }
  261. }
  262. if (!scenario_draw_canvas_bg && can_draw_3d) {
  263. if (force_clear_render_target) {
  264. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  265. }
  266. _draw_3d(p_viewport);
  267. }
  268. if (can_draw_2d) {
  269. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  270. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  271. RendererCanvasRender::Light *lights = nullptr;
  272. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  273. RendererCanvasRender::Light *directional_lights = nullptr;
  274. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  275. if (p_viewport->sdf_active) {
  276. // Process SDF.
  277. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  278. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  279. // Make list of occluders.
  280. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  281. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  282. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  283. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  284. if (!F->enabled) {
  285. continue;
  286. }
  287. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  288. F->xform_cache = xf * F->xform_curr;
  289. } else {
  290. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  291. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  292. F->xform_cache = xf * F->xform_cache;
  293. }
  294. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  295. F->next = occluders;
  296. occluders = F;
  297. }
  298. }
  299. }
  300. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  301. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  302. p_viewport->sdf_active = false; // If used, gets set active again.
  303. } else {
  304. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  305. }
  306. Rect2 shadow_rect;
  307. int shadow_count = 0;
  308. int directional_light_count = 0;
  309. RENDER_TIMESTAMP("Cull 2D Lights");
  310. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  311. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  312. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  313. // Find lights in canvas.
  314. for (RendererCanvasRender::Light *F : canvas->lights) {
  315. RendererCanvasRender::Light *cl = F;
  316. if (cl->enabled && cl->texture.is_valid()) {
  317. //not super efficient..
  318. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  319. tsize *= cl->scale;
  320. Vector2 offset = tsize / 2.0;
  321. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  322. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  323. cl->xform_cache = xf * cl->xform_curr;
  324. } else {
  325. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  326. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  327. cl->xform_cache = xf * cl->xform_cache;
  328. }
  329. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  330. cl->filter_next_ptr = lights;
  331. lights = cl;
  332. Transform2D scale;
  333. scale.scale(cl->rect_cache.size);
  334. scale.columns[2] = cl->rect_cache.position;
  335. cl->light_shader_xform = cl->xform_cache * scale;
  336. if (cl->use_shadow) {
  337. cl->shadows_next_ptr = lights_with_shadow;
  338. if (lights_with_shadow == nullptr) {
  339. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  340. } else {
  341. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  342. }
  343. lights_with_shadow = cl;
  344. cl->radius_cache = cl->rect_cache.size.length();
  345. }
  346. }
  347. }
  348. }
  349. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  350. RendererCanvasRender::Light *cl = F;
  351. if (cl->enabled) {
  352. cl->filter_next_ptr = directional_lights;
  353. directional_lights = cl;
  354. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  355. cl->xform_cache = xf * cl->xform_curr;
  356. } else {
  357. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  358. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  359. cl->xform_cache = xf * cl->xform_cache;
  360. }
  361. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  362. if (cl->use_shadow) {
  363. cl->shadows_next_ptr = directional_lights_with_shadow;
  364. directional_lights_with_shadow = cl;
  365. }
  366. directional_light_count++;
  367. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  368. break;
  369. }
  370. }
  371. }
  372. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  373. }
  374. if (lights_with_shadow) {
  375. //update shadows if any
  376. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  377. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  378. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  379. //make list of occluders
  380. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  381. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  382. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  383. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  384. if (!F->enabled) {
  385. continue;
  386. }
  387. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  388. F->xform_cache = xf * F->xform_curr;
  389. } else {
  390. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  391. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  392. F->xform_cache = xf * F->xform_cache;
  393. }
  394. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  395. F->next = occluders;
  396. occluders = F;
  397. }
  398. }
  399. }
  400. //update the light shadowmaps with them
  401. RendererCanvasRender::Light *light = lights_with_shadow;
  402. while (light) {
  403. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  404. RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
  405. light = light->shadows_next_ptr;
  406. }
  407. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  408. }
  409. if (directional_lights_with_shadow) {
  410. //update shadows if any
  411. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  412. while (light) {
  413. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  414. float cull_distance = light->directional_distance;
  415. Vector2 light_dir_sign;
  416. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  417. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  418. Vector2 points[6];
  419. int point_count = 0;
  420. for (int j = 0; j < 4; j++) {
  421. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  422. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  423. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  424. if (sign_cmp == light_dir_sign) {
  425. //both point in same direction, plot offsetted
  426. points[point_count++] = point + light_dir * cull_distance;
  427. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  428. int next_j = (j + 1) % 4;
  429. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  430. //one point in the same direction, plot segment
  431. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  432. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  433. points[point_count++] = point;
  434. }
  435. points[point_count++] = point + light_dir * cull_distance;
  436. } else {
  437. points[point_count++] = point + light_dir * cull_distance;
  438. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  439. points[point_count++] = point;
  440. }
  441. }
  442. } else {
  443. //plot normally
  444. points[point_count++] = point;
  445. }
  446. }
  447. Vector2 xf_points[6];
  448. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  449. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  450. // Make list of occluders.
  451. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  452. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  453. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  454. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  455. if (!F->enabled) {
  456. continue;
  457. }
  458. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  459. F->xform_cache = xf * F->xform_curr;
  460. } else {
  461. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  462. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  463. F->xform_cache = xf * F->xform_cache;
  464. }
  465. Transform2D localizer = F->xform_cache.affine_inverse();
  466. for (int j = 0; j < point_count; j++) {
  467. xf_points[j] = localizer.xform(points[j]);
  468. }
  469. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  470. F->next = occluders;
  471. occluders = F;
  472. }
  473. }
  474. }
  475. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  476. light = light->shadows_next_ptr;
  477. }
  478. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  479. }
  480. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  481. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  482. // Clear now otherwise we copy over garbage from the render target.
  483. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  484. if (!can_draw_3d) {
  485. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  486. } else {
  487. _draw_3d(p_viewport);
  488. }
  489. scenario_draw_canvas_bg = false;
  490. }
  491. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  492. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  493. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  494. RendererCanvasRender::Light *canvas_lights = nullptr;
  495. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  496. RendererCanvasRender::Light *ptr = lights;
  497. while (ptr) {
  498. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  499. ptr->next_ptr = canvas_lights;
  500. canvas_lights = ptr;
  501. }
  502. ptr = ptr->filter_next_ptr;
  503. }
  504. ptr = directional_lights;
  505. while (ptr) {
  506. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  507. ptr->next_ptr = canvas_directional_lights;
  508. canvas_directional_lights = ptr;
  509. }
  510. ptr = ptr->filter_next_ptr;
  511. }
  512. RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);
  513. if (RSG::canvas->was_sdf_used()) {
  514. p_viewport->sdf_active = true;
  515. }
  516. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  517. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  518. // Clear now otherwise we copy over garbage from the render target.
  519. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  520. if (!can_draw_3d) {
  521. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  522. } else {
  523. _draw_3d(p_viewport);
  524. }
  525. scenario_draw_canvas_bg = false;
  526. }
  527. }
  528. if (scenario_draw_canvas_bg) {
  529. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  530. // Clear now otherwise we copy over garbage from the render target.
  531. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  532. if (!can_draw_3d) {
  533. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  534. } else {
  535. _draw_3d(p_viewport);
  536. }
  537. }
  538. }
  539. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  540. //was never cleared in the end, force clear it
  541. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  542. }
  543. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  544. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  545. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  546. }
  547. if (p_viewport->measure_render_time) {
  548. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  549. RSG::utilities->capture_timestamp(rt_id);
  550. timestamp_vp_map[rt_id] = p_viewport->self;
  551. }
  552. }
  553. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  554. timestamp_vp_map.clear();
  555. #ifndef _3D_DISABLED
  556. // get our xr interface in case we need it
  557. Ref<XRInterface> xr_interface;
  558. XRServer *xr_server = XRServer::get_singleton();
  559. if (xr_server != nullptr) {
  560. // let our XR server know we're about to render our frames so we can get our frame timing
  561. xr_server->pre_render();
  562. // retrieve the interface responsible for rendering
  563. xr_interface = xr_server->get_primary_interface();
  564. }
  565. #endif // _3D_DISABLED
  566. if (Engine::get_singleton()->is_editor_hint()) {
  567. RSG::texture_storage->set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  568. }
  569. if (sorted_active_viewports_dirty) {
  570. sorted_active_viewports = _sort_active_viewports();
  571. sorted_active_viewports_dirty = false;
  572. }
  573. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  574. //draw viewports
  575. RENDER_TIMESTAMP("> Render Viewports");
  576. //determine what is visible
  577. draw_viewports_pass++;
  578. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  579. Viewport *vp = sorted_active_viewports[i];
  580. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  581. continue;
  582. }
  583. if (!vp->render_target.is_valid()) {
  584. continue;
  585. }
  586. //ERR_CONTINUE(!vp->render_target.is_valid());
  587. bool visible = vp->viewport_to_screen_rect != Rect2();
  588. #ifndef _3D_DISABLED
  589. if (vp->use_xr) {
  590. if (xr_interface.is_valid()) {
  591. // Ignore update mode we have to commit frames to our XR interface
  592. visible = true;
  593. // Override our size, make sure it matches our required size and is created as a stereo target
  594. Size2 xr_size = xr_interface->get_render_target_size();
  595. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  596. } else {
  597. // don't render anything
  598. visible = false;
  599. vp->size = Size2();
  600. }
  601. } else
  602. #endif // _3D_DISABLED
  603. {
  604. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  605. visible = true;
  606. }
  607. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  608. visible = true;
  609. }
  610. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  611. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  612. if (parent && parent->last_pass == draw_viewports_pass) {
  613. visible = true;
  614. }
  615. }
  616. }
  617. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  618. if (visible) {
  619. vp->last_pass = draw_viewports_pass;
  620. }
  621. }
  622. int vertices_drawn = 0;
  623. int objects_drawn = 0;
  624. int draw_calls_used = 0;
  625. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  626. Viewport *vp = sorted_active_viewports[i];
  627. if (vp->last_pass != draw_viewports_pass) {
  628. continue; //should not draw
  629. }
  630. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  631. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  632. #ifndef _3D_DISABLED
  633. if (vp->use_xr && xr_interface.is_valid()) {
  634. // Inform XR interface we're about to render its viewport,
  635. // if this returns false we don't render.
  636. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  637. // rendering frames.
  638. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  639. RSG::texture_storage->render_target_set_override(vp->render_target,
  640. xr_interface->get_color_texture(),
  641. xr_interface->get_depth_texture(),
  642. xr_interface->get_velocity_texture());
  643. // render...
  644. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  645. // and draw viewport
  646. _draw_viewport(vp);
  647. // commit our eyes
  648. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  649. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  650. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  651. if (blits.size() > 0) {
  652. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  653. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  654. }
  655. } else if (blits.size() > 0) {
  656. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  657. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  658. }
  659. for (int b = 0; b < blits.size(); b++) {
  660. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  661. }
  662. }
  663. }
  664. }
  665. } else
  666. #endif // _3D_DISABLED
  667. {
  668. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  669. // render standard mono camera
  670. _draw_viewport(vp);
  671. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  672. //copy to screen if set as such
  673. BlitToScreen blit;
  674. blit.render_target = vp->render_target;
  675. if (vp->viewport_to_screen_rect != Rect2()) {
  676. blit.dst_rect = vp->viewport_to_screen_rect;
  677. } else {
  678. blit.dst_rect.position = Vector2();
  679. blit.dst_rect.size = vp->size;
  680. }
  681. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  682. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  683. }
  684. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  685. Vector<BlitToScreen> blit_to_screen_vec;
  686. blit_to_screen_vec.push_back(blit);
  687. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  688. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  689. } else {
  690. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  691. }
  692. }
  693. }
  694. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  695. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  696. }
  697. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  698. // 3D render info.
  699. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  700. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  701. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  702. // 2D render info.
  703. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  704. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  705. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  706. }
  707. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  708. total_objects_drawn = objects_drawn;
  709. total_vertices_drawn = vertices_drawn;
  710. total_draw_calls_used = draw_calls_used;
  711. RENDER_TIMESTAMP("< Render Viewports");
  712. if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
  713. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  714. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  715. }
  716. }
  717. }
  718. RID RendererViewport::viewport_allocate() {
  719. return viewport_owner.allocate_rid();
  720. }
  721. void RendererViewport::viewport_initialize(RID p_rid) {
  722. viewport_owner.initialize_rid(p_rid);
  723. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  724. viewport->self = p_rid;
  725. viewport->render_target = RSG::texture_storage->render_target_create();
  726. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  727. viewport->viewport_render_direct_to_screen = false;
  728. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  729. }
  730. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  731. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  732. ERR_FAIL_NULL(viewport);
  733. if (viewport->use_xr == p_use_xr) {
  734. return;
  735. }
  736. viewport->use_xr = p_use_xr;
  737. // Re-configure the 3D render buffers when disabling XR. They'll get
  738. // re-configured when enabling XR in draw_viewports().
  739. if (!p_use_xr) {
  740. viewport->view_count = 1;
  741. _configure_3d_render_buffers(viewport);
  742. }
  743. }
  744. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  745. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  746. ERR_FAIL_NULL(viewport);
  747. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR1 is only available when using the Forward+ renderer.");
  748. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer.");
  749. if (viewport->scaling_3d_mode == p_mode) {
  750. return;
  751. }
  752. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  753. viewport->scaling_3d_mode = p_mode;
  754. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  755. if (motion_vectors_before != motion_vectors_after) {
  756. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  757. }
  758. _configure_3d_render_buffers(viewport);
  759. }
  760. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  761. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  762. ERR_FAIL_NULL(viewport);
  763. viewport->fsr_sharpness = p_sharpness;
  764. _configure_3d_render_buffers(viewport);
  765. }
  766. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  767. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  768. ERR_FAIL_NULL(viewport);
  769. viewport->texture_mipmap_bias = p_mipmap_bias;
  770. _configure_3d_render_buffers(viewport);
  771. }
  772. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  773. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  774. ERR_FAIL_NULL(viewport);
  775. // Clamp to reasonable values that are actually useful.
  776. // Values above 2.0 don't serve a practical purpose since the viewport
  777. // isn't displayed with mipmaps.
  778. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  779. return;
  780. }
  781. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  782. _configure_3d_render_buffers(viewport);
  783. }
  784. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  785. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  786. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  787. ERR_FAIL_NULL(viewport);
  788. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  789. _viewport_set_size(viewport, p_width, p_height, 1);
  790. }
  791. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  792. Size2i new_size(p_width, p_height);
  793. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  794. p_viewport->size = new_size;
  795. p_viewport->view_count = p_view_count;
  796. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  797. _configure_3d_render_buffers(p_viewport);
  798. p_viewport->occlusion_buffer_dirty = true;
  799. }
  800. }
  801. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  802. return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2 || p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS;
  803. }
  804. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  805. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  806. ERR_FAIL_NULL(viewport);
  807. if (p_active) {
  808. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  809. viewport->occlusion_buffer_dirty = true;
  810. active_viewports.push_back(viewport);
  811. } else {
  812. active_viewports.erase(viewport);
  813. }
  814. sorted_active_viewports_dirty = true;
  815. }
  816. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  817. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  818. ERR_FAIL_NULL(viewport);
  819. viewport->parent = p_parent_viewport;
  820. }
  821. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  822. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  823. ERR_FAIL_NULL(viewport);
  824. viewport->clear_mode = p_clear_mode;
  825. }
  826. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  827. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  828. ERR_FAIL_NULL(viewport);
  829. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  830. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  831. // instead of rendering to fbo and copying to system_fbo after
  832. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  833. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  834. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  835. }
  836. viewport->viewport_to_screen_rect = p_rect;
  837. viewport->viewport_to_screen = p_screen;
  838. } else {
  839. // if render_direct_to_screen was used, reset size and position
  840. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  841. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  842. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  843. }
  844. viewport->viewport_to_screen_rect = Rect2();
  845. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  846. }
  847. }
  848. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  849. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  850. ERR_FAIL_NULL(viewport);
  851. if (p_enable == viewport->viewport_render_direct_to_screen) {
  852. return;
  853. }
  854. // if disabled, reset render_target size and position
  855. if (!p_enable) {
  856. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  857. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  858. }
  859. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  860. viewport->viewport_render_direct_to_screen = p_enable;
  861. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  862. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  863. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
  864. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  865. }
  866. }
  867. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  868. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  869. ERR_FAIL_NULL(viewport);
  870. viewport->update_mode = p_mode;
  871. }
  872. RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
  873. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  874. ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
  875. return viewport->update_mode;
  876. }
  877. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  878. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  879. ERR_FAIL_NULL_V(viewport, RID());
  880. return viewport->render_target;
  881. }
  882. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  883. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  884. ERR_FAIL_NULL_V(viewport, RID());
  885. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  886. }
  887. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  888. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  889. ERR_FAIL_NULL_V(viewport, RID());
  890. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  891. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  892. }
  893. return RID();
  894. }
  895. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  896. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  897. ERR_FAIL_NULL(viewport);
  898. uint64_t frame = RSG::rasterizer->get_frame_number();
  899. if (viewport->prev_camera_data_frame != frame) {
  900. viewport->prev_camera_data = *p_camera_data;
  901. viewport->prev_camera_data_frame = frame;
  902. }
  903. }
  904. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  905. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  906. ERR_FAIL_NULL_V(viewport, nullptr);
  907. return &viewport->prev_camera_data;
  908. }
  909. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  910. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  911. ERR_FAIL_NULL(viewport);
  912. viewport->disable_2d = p_disable;
  913. }
  914. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  915. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  916. ERR_FAIL_NULL(viewport);
  917. viewport->disable_environment = p_mode;
  918. }
  919. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  920. ERR_FAIL_NULL_V(viewport, false);
  921. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  922. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  923. return viewport_is_environment_disabled(parent);
  924. }
  925. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  926. }
  927. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  928. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  929. ERR_FAIL_NULL(viewport);
  930. viewport->disable_3d = p_disable;
  931. }
  932. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  933. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  934. ERR_FAIL_NULL(viewport);
  935. viewport->camera = p_camera;
  936. }
  937. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  938. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  939. ERR_FAIL_NULL(viewport);
  940. if (viewport->scenario.is_valid()) {
  941. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  942. }
  943. viewport->scenario = p_scenario;
  944. if (viewport->use_occlusion_culling) {
  945. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  946. }
  947. }
  948. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  949. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  950. ERR_FAIL_NULL(viewport);
  951. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  952. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  953. ERR_FAIL_NULL(canvas);
  954. canvas->viewports.insert(p_viewport);
  955. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  956. viewport->canvas_map[p_canvas].layer = 0;
  957. viewport->canvas_map[p_canvas].sublayer = 0;
  958. viewport->canvas_map[p_canvas].canvas = canvas;
  959. }
  960. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  961. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  962. ERR_FAIL_NULL(viewport);
  963. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  964. ERR_FAIL_NULL(canvas);
  965. viewport->canvas_map.erase(p_canvas);
  966. canvas->viewports.erase(p_viewport);
  967. }
  968. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  969. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  970. ERR_FAIL_NULL(viewport);
  971. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  972. viewport->canvas_map[p_canvas].transform = p_offset;
  973. }
  974. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  975. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  976. ERR_FAIL_NULL(viewport);
  977. if (viewport->transparent_bg == p_enabled) {
  978. return;
  979. }
  980. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  981. viewport->transparent_bg = p_enabled;
  982. }
  983. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  984. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  985. ERR_FAIL_NULL(viewport);
  986. viewport->global_transform = p_transform;
  987. }
  988. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  989. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  990. ERR_FAIL_NULL(viewport);
  991. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  992. viewport->canvas_map[p_canvas].layer = p_layer;
  993. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  994. }
  995. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  996. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  997. ERR_FAIL_NULL(viewport);
  998. viewport->shadow_atlas_size = p_size;
  999. viewport->shadow_atlas_16_bits = p_16_bits;
  1000. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  1001. }
  1002. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  1003. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1004. ERR_FAIL_NULL(viewport);
  1005. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  1006. }
  1007. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1008. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1009. ERR_FAIL_NULL(viewport);
  1010. if (viewport->msaa_2d == p_msaa) {
  1011. return;
  1012. }
  1013. viewport->msaa_2d = p_msaa;
  1014. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  1015. }
  1016. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1017. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1018. ERR_FAIL_NULL(viewport);
  1019. if (viewport->msaa_3d == p_msaa) {
  1020. return;
  1021. }
  1022. viewport->msaa_3d = p_msaa;
  1023. _configure_3d_render_buffers(viewport);
  1024. }
  1025. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  1026. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1027. ERR_FAIL_NULL(viewport);
  1028. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  1029. return;
  1030. }
  1031. viewport->use_hdr_2d = p_use_hdr_2d;
  1032. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  1033. }
  1034. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  1035. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1036. ERR_FAIL_NULL(viewport);
  1037. if (viewport->screen_space_aa == p_mode) {
  1038. return;
  1039. }
  1040. viewport->screen_space_aa = p_mode;
  1041. _configure_3d_render_buffers(viewport);
  1042. }
  1043. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1044. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1045. ERR_FAIL_NULL(viewport);
  1046. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  1047. if (viewport->use_taa == p_use_taa) {
  1048. return;
  1049. }
  1050. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1051. viewport->use_taa = p_use_taa;
  1052. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1053. if (motion_vectors_before != motion_vectors_after) {
  1054. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1055. }
  1056. _configure_3d_render_buffers(viewport);
  1057. }
  1058. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1059. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1060. ERR_FAIL_NULL(viewport);
  1061. if (viewport->use_debanding == p_use_debanding) {
  1062. return;
  1063. }
  1064. viewport->use_debanding = p_use_debanding;
  1065. _configure_3d_render_buffers(viewport);
  1066. }
  1067. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1068. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1069. ERR_FAIL_NULL(viewport);
  1070. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1071. return;
  1072. }
  1073. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1074. if (viewport->use_occlusion_culling) {
  1075. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1076. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1077. } else {
  1078. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1079. }
  1080. viewport->occlusion_buffer_dirty = true;
  1081. }
  1082. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1083. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1084. return;
  1085. }
  1086. occlusion_rays_per_thread = p_rays_per_thread;
  1087. for (int i = 0; i < active_viewports.size(); i++) {
  1088. active_viewports[i]->occlusion_buffer_dirty = true;
  1089. }
  1090. }
  1091. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1092. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1093. }
  1094. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1095. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1096. ERR_FAIL_NULL(viewport);
  1097. viewport->mesh_lod_threshold = p_pixels;
  1098. }
  1099. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1100. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1101. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1102. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1103. if (!viewport) {
  1104. return 0; //there should be a lock here..
  1105. }
  1106. return viewport->render_info.info[p_type][p_info];
  1107. }
  1108. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1109. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1110. ERR_FAIL_NULL(viewport);
  1111. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1112. viewport->debug_draw = p_draw;
  1113. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1114. if (motion_vectors_before != motion_vectors_after) {
  1115. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1116. }
  1117. }
  1118. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1119. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1120. ERR_FAIL_NULL(viewport);
  1121. viewport->measure_render_time = p_enable;
  1122. }
  1123. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1124. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1125. ERR_FAIL_NULL_V(viewport, 0);
  1126. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1127. }
  1128. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1129. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1130. ERR_FAIL_NULL_V(viewport, 0);
  1131. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1132. }
  1133. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1134. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1135. ERR_FAIL_NULL(viewport);
  1136. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1137. }
  1138. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1139. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1140. ERR_FAIL_NULL(viewport);
  1141. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1142. }
  1143. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1144. ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
  1145. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1146. ERR_FAIL_NULL(viewport);
  1147. viewport->texture_filter = p_filter;
  1148. }
  1149. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1150. ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
  1151. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1152. ERR_FAIL_NULL(viewport);
  1153. viewport->texture_repeat = p_repeat;
  1154. }
  1155. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1156. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1157. ERR_FAIL_NULL(viewport);
  1158. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1159. }
  1160. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1161. RID *rids = nullptr;
  1162. uint32_t rid_count = viewport_owner.get_rid_count();
  1163. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1164. viewport_owner.fill_owned_buffer(rids);
  1165. for (uint32_t i = 0; i < rid_count; i++) {
  1166. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1167. if (viewport->viewport_to_screen == p_id) {
  1168. return rids[i];
  1169. }
  1170. }
  1171. return RID();
  1172. }
  1173. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1174. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1175. ERR_FAIL_NULL(viewport);
  1176. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1177. _configure_3d_render_buffers(viewport);
  1178. }
  1179. void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
  1180. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1181. ERR_FAIL_NULL(viewport);
  1182. RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
  1183. }
  1184. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1185. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1186. ERR_FAIL_NULL(viewport);
  1187. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1188. _configure_3d_render_buffers(viewport);
  1189. }
  1190. bool RendererViewport::free(RID p_rid) {
  1191. if (viewport_owner.owns(p_rid)) {
  1192. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1193. RSG::texture_storage->render_target_free(viewport->render_target);
  1194. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1195. if (viewport->render_buffers.is_valid()) {
  1196. viewport->render_buffers.unref();
  1197. }
  1198. while (viewport->canvas_map.begin()) {
  1199. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1200. }
  1201. viewport_set_scenario(p_rid, RID());
  1202. active_viewports.erase(viewport);
  1203. sorted_active_viewports_dirty = true;
  1204. if (viewport->use_occlusion_culling) {
  1205. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1206. }
  1207. if (_viewport_requires_motion_vectors(viewport)) {
  1208. num_viewports_with_motion_vectors--;
  1209. }
  1210. viewport_owner.free(p_rid);
  1211. return true;
  1212. }
  1213. return false;
  1214. }
  1215. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1216. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1217. if (!vp) {
  1218. return;
  1219. }
  1220. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1221. if (!viewport) {
  1222. return;
  1223. }
  1224. if (p_timestamp.begins_with("vp_begin")) {
  1225. viewport->time_cpu_begin = p_cpu_time;
  1226. viewport->time_gpu_begin = p_gpu_time;
  1227. }
  1228. if (p_timestamp.begins_with("vp_end")) {
  1229. viewport->time_cpu_end = p_cpu_time;
  1230. viewport->time_gpu_end = p_gpu_time;
  1231. }
  1232. }
  1233. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1234. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1235. ERR_FAIL_NULL(viewport);
  1236. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1237. }
  1238. // Workaround for setting this on thread.
  1239. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1240. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1241. }
  1242. int RendererViewport::get_total_objects_drawn() const {
  1243. return total_objects_drawn;
  1244. }
  1245. int RendererViewport::get_total_primitives_drawn() const {
  1246. return total_vertices_drawn;
  1247. }
  1248. int RendererViewport::get_total_draw_calls_used() const {
  1249. return total_draw_calls_used;
  1250. }
  1251. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1252. return num_viewports_with_motion_vectors;
  1253. }
  1254. RendererViewport::RendererViewport() {
  1255. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1256. }